F1 2012: the video game.

Post here all non technical related topics about Formula One. This includes race results, discussions, testing analysis etc. TV coverage and other personal questions should be in Off topic chat.
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scuderiafan
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Joined: 06 Nov 2010, 15:14
Location: United States

Re: F1 2012: the video game.

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I'm a massive Formula One fan, and I'd like to think I know more than the basics of how an F1 car works, and I still enjoy the F1:20XX series.
"You're so angry that you throw your gloves down, and the worst part is; you have to pick them up again." - Steve Matchett

Patiently waiting...

ajdavison2
ajdavison2
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Joined: 08 Dec 2010, 12:41

Re: F1 2012: the video game.

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Ohh I enjoy them thouroughly, just that this entry happens to be my least favourite.

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JayeOFarrell
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Joined: 05 Feb 2012, 14:12
Location: Calne

Re: F1 2012: the video game.

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I've been playing every formula 1 game since Formula 1 1999 when I was 5, but now I am 18 and on to 2012 and through every single game I have always asked myself one question. Why is it, they can not make a realistic game that blends both the graphics of the current gen and yet the physics of a computer simulator. I have so many issues with the current game and I just feel like, if Codemaster just got a focus team together of people who truly know what they are talking about then big strives could be made with out a massive rewrite. They are in the right direction getting Anthony Davidson on bored but they need to go further. With a new engine and a better input team I feel that there is the makings of a great game but they are not there yet. Maybe then Formula 1 and its fan will finally have a game to be proud of.
“Be clearly aware of the stars and infinity on high. Then life seems almost enchanted after all.”
― Vincent van Gogh

Nando
Nando
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Joined: 10 Mar 2012, 02:30

Re: F1 2012: the video game.

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It's a game catered for 15 year olds. With "physics" catered for 15 year olds driving with controllers.


If you remove that aspect you can cut the sales by 90%.
Simracing is a niche within a niche that is motorsport games.

Im just baffled it takes you so many years to realize there wont or ever will be decent physics in a mainstream game.

P.S. To actually build a simulator you nedd to know wtf you are doing.
Just figuring out how to model a tire will keep you reading books for atleast a year.

A simulation should not simply simulate the end result but also the mechanics that produce the results.
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JayeOFarrell
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Re: F1 2012: the video game.

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It baffles me that you think they can't be one and the same. There is no reason mainstream games can not have good physics, if you create a game much better then what the paying public necessary expect then that is what they will come to want and that way you have not only created a much better game, but you have upped the bar. I except that with the smaller processors fixed to consoles and with a hand held controller there are certain limitations but not to such an extent that it is impossible.

I appreciate that the learning necessary just to make tyres react properly in the game is a huge under taking but then why would you do that yourself as a game company? You wouldn't, you would do what I said. You would bring in people who already know about such matters.

I think you're being a little ignorant and naive. You may be right that it will never happen, but I think your reasoning for this claim is thoughtless and wrong.
“Be clearly aware of the stars and infinity on high. Then life seems almost enchanted after all.”
― Vincent van Gogh

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PlatinumZealot
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Joined: 12 Jun 2008, 03:45

Re: F1 2012: the video game.

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The Codemasters F1 games are not addictive at all for me. For me I wished codemaster hadn't got the license to make the game. Codemasters are excellent at rally games and excellent at rally physics...but I have a few gripes with their style of making games. (anybody remember micromachines back in the ninety's?)...

Codemaster's games are long and drawn out. In otherwords the "work and time invested" to fun ratio is very poor.

The graphics are too glum and brownish looking, the sunlight (is there even sunlight in this game?) doesn't look good. Just depressing.

The tracks feel narrow for some reason too.

Physics are Good, but the game doesn't make driving an F1 feel as fun as it should feel.

I preferred how the Formula 1 cars in Gran Turismo felt. They really felt like they were glued to the track and you could push. I have a game pad, and the biggest issue for me is how the steering is mapped to the joystick. The deadzone is too big and there feel is not progressive. I don't have a steering wheel, but gamepads are what most of the buyers are gonna use.

Overall, i still play the games, but not for fun from the game itself... I only play them before Grand Prix weekends to learn the tracks so that when I watch the F1 on my sky Subscription :wink: I know how the turns feel like to the drivers. Makes viewing F1 a little more satisfying.
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waynes
waynes
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Joined: 23 Aug 2006, 23:23
Location: Manchester

Re: F1 2012: the video game.

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massive understeer?

what console are you playing on?

i'm not getting into a fanboy argument over this game as i think its fantastic. give it time, play around with tyres and set ups. it makes a huge difference

i prefer an oversteery car, so i set the car up stiff, with higher settings on the roll bar / springs. downforce levels are iffy as you have massive changes in braking distance

http://f1carsetup.com/

if you need help that is

kebab
kebab
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Joined: 16 Mar 2009, 08:24

Re: F1 2012: the video game.

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A stupid thing about this game when play on xbox with xbox wireless speed wheel and you try to get to the career mode that you have to complete the Young Driver Test. In Young Driver Test you have to first of all complete the function check of the throttle, brake, gear shift. Things are ok with throttle and brake but then it hits dead end with gear shift because the speed wheel doesn't have gear paddle. You can't change the setting for the wheel to assign different button for gear shift simply because there is not enough button.

I have to order the G27 with adapter for xbox or wait for the xbox wireless wheel but then there are many complain about how bad the game is with the wheel.

I'm giving up this game and come back with the F2011.

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raymondu999
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Joined: 04 Feb 2010, 07:31

Re: F1 2012: the video game.

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The front in my view is definitely understeery. It's almost as if it's something that can't be dialled out - it's almost as if they programmed in ESP/ASR into the game's dynamics.

I think maybe it's for the DRS? Maybe they're trying to make it more stable so people can be more confident on it. I've been taking several corners flat out with DRS that I know I shouldn't be - such as Turn 5 Melbourne. Turn 5 in Melbourne is flat out anyways, but I did it with DRS - in a Caterham!

The only car that has any semblance of visual "feel" for me is the Caterham - where I am on form. On the other cars I'm struggling to process what I'm seeing, versus what my hands and feet are doing. I know that's a very vague statement, but it's something that I can't seem to put a finger on.

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beardRage
beardRage
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Joined: 16 Sep 2012, 07:01

Re: F1 2012: the video game.

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All I hear and read about this game is bugs, bugs, bugs. Oh no, massive understeer! I swear I must have the only working copy of this game. I don't have ANY bugs and I don't suffer understeer so long as I drive properly and set the car right. I remember checking real world times for Melbourne when I got the game. On pro A.I. times were about 5 seconds slow. I qualified 8th in my Force India with a 1:29.037 and could have gotten into the mid 1:28s. Now that I've improved I could probably go back and alter the setup and run low 1:27s. I think the game is pretty good with the exception of braking distances and the lack of information on tracks and from the engineer. But that's just me apparently. Currently turning the A.i. to max and heading for Catalunya.
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Nando
Nando
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Joined: 10 Mar 2012, 02:30

Re: F1 2012: the video game.

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JayeOFarrell wrote:It baffles me that you think they can't be one and the same. There is no reason mainstream games can not have good physics, if you create a game much better then what the paying public necessary expect then that is what they will come to want and that way you have not only created a much better game, but you have upped the bar. I except that with the smaller processors fixed to consoles and with a hand held controller there are certain limitations but not to such an extent that it is impossible.

I appreciate that the learning necessary just to make tyres react properly in the game is a huge under taking but then why would you do that yourself as a game company? You wouldn't, you would do what I said. You would bring in people who already know about such matters.

I think you're being a little ignorant and naive. You may be right that it will never happen, but I think your reasoning for this claim is thoughtless and wrong.
It doesn´t work like that.

There´s a reason why Need For Speed sells in millions and why for example iRacing only has 50.000 customers.
Bringing in people who know this stuff...sure in theory it sounds brilliant but these people do not grow on trees.

I´m not ignorant or naive, i´m realistic.

the series won´t ever change. If you want to find that out by buying 15 more games every year then be my guest.
"Il Phenomeno" - The one they fear the most!

"2% of the world's population own 50% of the world's wealth."

waynes
waynes
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Joined: 23 Aug 2006, 23:23
Location: Manchester

Re: F1 2012: the video game.

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https://www.facebook.com/photo.php?fbid ... =1&theater
Gamers alert: Expert tip for the best setup in Australia, Albert Park!

Sergio's Race Engineer Marco Schüpbach has reacted to a gamer's request who experienced problems setting up the car for Albert Park in Codemasters' brand new F1 2012 game and put together some expert tips for the best setup. Follow his tips and let us know your best lap time!

Down force level 80-100% of the maximum, have a look at the other car’s top speeds (DRS on).
Soft suspension OK. If the game has no bumps implemented don’t worry and go stiff, better for aero.
Ride height on the front as low as possible and start with the rear quite high, good for aero.
Not sure how the game reacts, but it is normally better to have an understeering car when you cannot feel all the feedback, if you have to correct all the time you’re slow.
To reach that target, follow normal rules of balancing the car.
Traction is one of the most important things around albert park. An understeering car helps there.

Driving: don’t brake too late before the long straights as you need good exit speed. If you need to sacrifice something, then it’s the corner entry. The only corners where it makes sense to focus on the entry and carry a lot of speed are T11/12 and 13. In T11/12 the line is very important, don’t miss the 1st apex, and you can carry lots of speed there. And: T5 should be flat, otherwise something is wrong.
:lol:

ajdavison2
ajdavison2
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Joined: 08 Dec 2010, 12:41

Re: F1 2012: the video game.

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Hmm maybe i should persevere then haha.

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NathanOlder
48
Joined: 02 Mar 2012, 10:05
Location: Kent

Re: F1 2012: the video game.

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Forgetting all these bugs and problems. Who has a ps3 copy and wants to start racing online ? maybe we can start a small championship ? Anyone fancy a race tonight after 7pm UK time ?
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Blue fellow
Blue fellow
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Joined: 23 Apr 2012, 04:26

Re: F1 2012: the video game.

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There's been two patches out already for the PC, I never experienced any bugs, but their fix list is pretty good, I don't know if they're out on the consoles or not.

First one
http://community.codemasters.com/t5/F1- ... 866#U91866

Second one
http://community.codemasters.com/t5/F1- ... 434#U94434

The two biggest bugs that I have heard people complaining seem to have been fixed, the invisible walls, and the autosave error.